Apparently, the pilot wasnt "engaging" enough for the network, they didnt think many people would get hooked.So they aired the 3rd episode (as the pilot is 1&2) first as the "pilot", and people had no idea who these people were and why they were doing what they were doing.The order they aired compared to the "real" order was interestingly: 3,4,7,8,9,5,6,10,11,15,1&2,14,12,13.That means, the actually end episode, was aired BEFORE the real pilot, aka the episode where you meet the crew for the first time, why they come aboard the ship etc (the only good thing was that episode 13 is a great episode to finnish the series with, and they knew the show wasnt gonna have a 2nd season when making it, so they specificly made the episode as a form of goodbye)No wonder people couldnt be bothered to follow the show as it made no sense, and people watching doesnt like feeling like they are idiots, when its really the network that are stupid.I think they did it cuz they wernt happy with some episodes so they initially decided to skip them altogether, to just put them in randomly later as they needed enough episodes to make a whole season or something.

Serenity was a really good movie imo, i cant go and watch it without having the series in the back of my head, just felt like you wouldnt get the characters without watching the series first, but i guess it stands good on its own.On another note, the series does a great job at upholding like "true" spaceflight mechanics, and a trip between 2 planets take weeks in the series, and all space scenes have NO sound at all, but rather they play music instead (awesome music aswell, very fitting).But, when it made it to the big screen to become a movie, the director felt that no sound while in space wouldnt be good enough, so now, space scenes have sound from everything!Feels stupid that they feel they NEED to change such a thing that the fans actually enjoyed from the series.Afterall, the movie was a final way of saying goodbye to the series and their fans, but no, they had to aim for a broader audiance.Its a small thing, but still bothers me.

Back on topic, something else very useful to know in EVE: your session change timer.

Go to General Settings -> Show session-change timer and check the box (it's in the upper left corner). Now you'll see a little spinning clock in the upper-left corner of your screen, by the system name, whenever the timer is active:

It's similar to forbearance; it locks you out of certain actions for 30 seconds when any one of them happens. Your timer is activated when one of the following happens, and you can not do any of the following while your timer is active:• Docking/Undocking• Jumping through a stargate, wormhole or cyno• Joining/Leaving a fleet• Changing fleet roles• Ejecting from your ship• Using a jump clone• Changing your ship

Losing your ship and being pod killed also activates the timer.

It should also be noted that your ship is COMPLETELY INVINCIBLE while your timer is active when you undock from a station as long as you don't activate anything. So if you undock and there's some nasty pirate (or someone you pissed off) sitting outside waiting for you, just hit ctrl-space to stop your ship. They won't be able to damage you as long as you don't do anything. As soon as the timer wears off, you can dock right back up without even a scratch.

Also, on both topics, sound in space is something I think EVE does pretty well. Most of the sounds have muted/muffled sound to them, similar to being underwater. Obviously space is a vacuum and sound can't travel through it, but honestly, that simply doesn't work for any sort of medium. I'm surprised to hear that Firefly did it; I'll have to see some footage before I pass judgement, but I'm totally with the movie director on this one - it doesn't work. Period. Cutting footage with no sound effects makes your stuff end up looking like either 1) a trailer (see: my Ulduar movie, it plays more like one big trailer than an actual feature) or 2) an AMV fan video.

I definitely learned a lot last night. Some about the complexities of the game, but mostly things like:

-Make sure that you have the right fittings on the right ship before heading out for a quest.-If you think you're in the right place but nothing's there, look for an acceleration gate.-Don't take your best ship into lowsec space without a clone or insurance.

Invisusira wrote:Also, on both topics, sound in space is something I think EVE does pretty well. Most of the sounds have muted/muffled sound to them, similar to being underwater. Obviously space is a vacuum and sound can't travel through it, but honestly, that simply doesn't work for any sort of medium....

Also .. for people that are interested in starting out with PVE missioning. Caldari is a safe bet. this is because of the power of missiles in PVE. unlike the other weapon sistems, missiles are far easier to understand how they operate and deal damage and also have the bonus advantage of being able to fully chose/change your type of damage. while there are some missile ships for the other races, Caldary are the most missile focused race and as such you start out with better missile skills and can quickly have access to some solid ships.

keep in mind that you can then later change your desired ship type without changing your race or starting all over again, there are no limitations to skills, you can learn all races skills regardless of your race, only bonus you have is the skills you start out with(that are trainable within an hour or so, but when you have a brand new character will help you tremendously).

While gunnery is certainly interesting, it is not very intuitive and it may take some time getting to understand how to deal the maximum potential damage(with allot of planning also btw). Shooting at something for minutes without dealing any damage and not understanding why is not exactly fun. take some time in learning these 2 very different concepts(I think there should be some very insightful guides about gunnery and missiles on the Eve main site).

As someone who's been flying Amarr (which seems to have the least newbie-friendly weapons system), I can defly vouch for Caldari's ease of weapon use and general new-player friendlyness. The Drake is pretty well known as a very newbie-friendly battlecruiser, and is a very common sight.

Having to sit here and manage range, falloff, transversals, crystals and laser type and then watching Caldis just sit there and go "lawl 50k MISSILES" makes me go I lost a pretty (foolishly) expensively fitted cruiser early on because I didn't really understand why I couldn't hit a couple quick little drones that were scramming me.

However, the tradeoff is that I don't have to worry about ammo, and I can have Amarr rave parties. So I'm not complaining (anymore).

-Make sure that you have the right fittings on the right ship before heading out for a quest.

You can store extra modules in your cargo if you want to have some fun. I have researched salvage already So I usually go out with a salvager equipped and take on some npc-rats and loot/salvage. When I am done I can head into a station (assume I am in a distant system) and swap out the salvager for a mining laser and fill my cargo hold with ore (assuming I planned well enough to store it in my cargo hold).

Last night I had two cargo pods installed and it cut my acceleration waaay down so I will sotr those in my hold as well for ratting, then refit them for mining.

Shooting at something for minutes without dealing any damage and not understanding why is not exactly fun

Actuall I enjoy guns. Just look at weapon the info and note the range. Starter guns have low range, like 500m for a civilian weapon and 1000m for a basic electron gun 1. Some weapons have ranged more like 6000m. Just note the range falloff and don't activate the gun till you are clsoe. There is an option to try and maintain range at 500m, although this works best if your ship has better speed/agility than your opponent. Also don't run out of ammo, reload in dock or keep spares in your cargo hold

Actuall I enjoy guns. Just look at weapon the info and note the range. Starter guns have low range, like 500m for a civilian weapon and 1000m for a basic electron gun 1. Some weapons have ranged more like 6000m. Just note the range falloff and don't activate the gun till you are clsoe. There is an option to try and maintain range at 500m, although this works best if your ship has better speed/agility than your opponent. Also don't run out of ammo, reload in dock or keep spares in your cargo hold

As I have mentioned gunnery and guns in general are much more fun.however for people that just start out it's a world of pain when you do advance a bit. let me illustrate:any gun system has 2 subtypes: - a short(er) range, fast firing, fast tracking, more damage overall subsystem(pulse for ammar laser, auto cannons for minmatar and blasters for gallente hybrids). - a long range, slower rate of fire, slower tracking, less overall damage subsystem(beam, arty and rails).

ok so if you look at them you'd normally be thinking .. why on earth would anyone pick long range??? less damage and less tracking. 2 solid reasons: -for one, you want to be at a safe distance from your enemies, not too far off so you don't have to travel for hours in case you want to loot the wrecks or even shoot the npc's, but at the same time not too close so they don't swarm you. also (and this is quite important) most missions have multiple rooms with multiple packs of enemies. the idea is to usually engage one pack at a time or atleast limit the number of npc's firing at you because trust me .. having all enemies in a room firing at you is a bad idea. - and second: npc also have this short range long range classification. this means short range npc's deal more damage(bruisers). starting from afar and killing them before they get to you or at least diminishing their numbers is what you should be aiming for. but wait there is more, the ranged npc's usually like to keep their optimal distance as well, witch usually is higher then your optimal distance(if you are fitted with short range) so that usually translates into them spreading out and you constantly chasing them. this can lead into hazardous situations with them pulling you into more npcs then you can handle(worst case) but most annoying would be spending lots of time wasted chasing them down without dealing damage(hence less overall damage).

edit: I wrote this starting from something the totally forgot my point. starting with harder lvl2 missions and continuing from there on, long range weapons become a necessity because of the tank aspects. however long range guns have big to insurmountable issues in dealing with targets that get too close. it takes mission experience and info in learning how to deal with this, also practice and good understanding of gunnery shooting mechanics.

and this is just the tip of the iceberg. you won't get to see these refinements in mission play until you get to cruiser level, but they are there.I can make a more detailed post about missiles if you like, just to gouge the differences.

Last edited by alayire on Wed Aug 31, 2011 4:30 am, edited 1 time in total.

So im back on eve now in my spare time, you'll see me in the maintankadin channel as lunstra, ive got quite a decent level of ship, so hit me up if you've got any questions about the caldari and i'll do my best to answer, or if you need a hand on a tough mission i'll come help if im not too busy

I sort of forgot to restock on missiles, so i ran out halfway through a mission, with ONE fucking warp scramming frigate on me and one webber, my 1billion isk tengu slowly died and though i can afford to replace it, i just cannot be arsed

cakeftw wrote:I sort of forgot to restock on missiles, so i ran out halfway through a mission, with ONE fucking warp scramming frigate on me and one webber, my 1billion isk tengu slowly died and though i can afford to replace it, i just cannot be arsed

Hopefully they have fixed it by now but last time I quit EVE they had just changed the jamming mechanics and accepting a Guristas mission was practically a guaranteed ship loss. I was flying a ship I couldn't afford to lose when I found this out.

Great game overall, I just dont like the way that no matter what I do, I will never catch up with the people who started before me. A bit silly as I have taken out older players while YAAARing in a rifter with 24hrs relevant training, but it just bugs me.

Honestly, that's part of the point that appeals to me. The fact that I'm a noob, and no matter what I do, yeah; at some point I'll be competitive with the veterans with SOME stufff. But with everything? No. There will always be something that the players that have been around longer than me will be better at.

2 months in, lost 1st raven in a fucking level 3, didn't notice the scramer, kept getting jammed.They need to tweak drones. The bullshit of having them do nothing unless they are deployed BEFORE you start getting shot is jut stupid.

Scramblers are really stupid but I still like them. They add some risk to doing missions. Without them its just warp in, blow up some stuff, warp out, heal up, and repeat. Jammers on the other hand are the most retarded thing ever. I was doing a mission where I just had 3 cruisers left and I was in a t3 cruiser. It took 45 minutes to complete something that should have taken 5.